Small concern about "Lost Star" map and ask for help.


Doomsday Dawn Game Master Feedback

Scarab Sages

Hello everyone,

I have some concern about the map of the first chapter.
There are several path where there is no square that seems to be usable.

Look at the passage between A9 and A7. Where are the characters supposed to stand ? I can work out a solution there, I am just saying that in case that may be a point the dev wants to improve.

Also, how do you manage the A7 encounter ?
Did you roll the initative as soon as one character enter the room ? (with the other eventually lined up behind in the passage).

Did you let everyone goes in (pretending the character enter simultaneously) and THEN rolls initative and reveals the Goblins ?

I feel like in the first case the fight will be like people surronding the character that is in, and the other locked behind without place to enter. Or the reverse if the characters retreat in A9 and slay the Goblins one by one as they emerge from the passage.

In the second case, it may doesn't make sense that people didn't see the opponent right besides them (if we suppose they may see in darkness or have light) until everyone is in.

So, how do you manage this part and how did the fight worked out ?


Just give the players a single path of 5' squares to A7 and they should be fine, even if it looks tight.

Initiative gets rolled as the PCs enter A7. This can be w/ a PC at the doorway if light or the A6 alarm gives warning, or one square in at most when there's definite line of sight. If the first PC is using Stealth, the Goblins might even skip actions if they don't see anybody.

You can have PCs enter as a clump if that's your style. It makes for simpler battles at the cost of realism. In A7, it also makes the trap too effective if a Goblin goes early and hits more PCs than usual.

It's unlikely for PCs to wait at the entrance, not with Goblins right there to attack. That should give room for more PCs to enter, which the Goblins want them to do anyway so they can spring the trap on several!

The Goblins don't need to pursue, and may use Stealth to snipe.
They can Stride/Strike (ranged if possible)/Stride away in one turn, then adjust once PCs start readying actions.

My PCs came in on the ledge, so it was a much different battle.
Goblins not ready, but made ample use of their bows.

Scarab Sages

Castilliano wrote:

Just give the players a single path of 5' squares to A7 and they should be fine, even if it looks tight.

Initiative gets rolled as the PCs enter A7. This can be w/ a PC at the doorway if light or the A6 alarm gives warning, or one square in at most when there's definite line of sight. If the first PC is using Stealth, the Goblins might even skip actions if they don't see anybody.

You can have PCs enter as a clump if that's your style. It makes for simpler battles at the cost of realism. In A7, it also makes the trap too effective if a Goblin goes early and hits more PCs than usual.

It's unlikely for PCs to wait at the entrance, not with Goblins right there to attack. That should give room for more PCs to enter, which the Goblins want them to do anyway so they can spring the trap on several!

The Goblins don't need to pursue, and may use Stealth to snipe.
They can Stride/Strike (ranged if possible)/Stride away in one turn, then adjust once PCs start readying actions.

My PCs came in on the ledge, so it was a much different battle.
Goblins not ready, but made ample use of their bows.

Thanks for the reply. It helps.

Just on personnal note, I don't think rolling Initiative when they trigger the alarm is the right time because the players may not go to A7 and the Goblins won't leave A7 so you may waste some time doing round by round for nothing.

Also, what would happens if you trigger the alarm and then retreat a day or two to heal ?
Has anyone be in this case and how did you handle it ?

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